using UnityEngine;
using UnityEditor;
using LS.UnityExtensions.Editor;
using LS.GameKit.Digitize;

namespace LS.GameKit.Editor
{
    [CustomEditor(typeof(AssetReferencesConfigScriptableObject))]
    public class AssetReferencesConfigScriptableObjectInspector : InspectorBase
    {
        protected override bool DrawCustomInspector => false;

        public override void OnPropertyValueChanged()
        {
            EditorUtility.SetDirty(this.target);
            AssetDatabase.SaveAssetIfDirty(this.target);
        }
    }
}
